Beispiel #1
0
def castRays(obj: Object,
             point: Vector,
             direction: Vector,
             miniDist: float,
             roundType: str = "CEILING",
             edgeLen: int = 0):
    """
    obj       -- source object to test intersections for
    point     -- origin point for ray casting
    direction -- cast ray in this direction
    miniDist  -- Vector with miniscule amount to add after intersection
    roundType -- round final intersection location Vector with this type
    edgeLen   -- distance to test for intersections
    """
    # initialize variables
    firstDirection = False
    firstIntersection = None
    nextIntersection = None
    lastIntersection = None
    edgeIntersects = False
    edgeLen2 = edgeLen * 1.00001
    orig = point
    intersections = 0
    # cast rays until no more rays to cast
    while True:
        _, location, normal, index = obj.ray_cast(
            orig, direction)  #distance=edgeLen*1.00000000001)
        if index == -1: break
        if intersections == 0:
            firstDirection = direction.dot(normal)
        if edgeLen != 0:
            dist = (location - point).length
            # get first and last intersection (used when getting materials of nearest (first or last intersected) face)
            if dist <= edgeLen2:
                if intersections == 0:
                    edgeIntersects = True
                    firstIntersection = {
                        "idx": index,
                        "dist": dist,
                        "loc": location,
                        "normal": normal
                    }
                lastIntersection = {
                    "idx": index,
                    "dist": edgeLen - dist,
                    "loc": location,
                    "normal": normal
                }

            # set nextIntersection
            if nextIntersection is None:
                nextIntersection = location.copy()
        intersections += 1
        location = VectorRound(location, 5, roundType=roundType)
        orig = location + miniDist

    if edgeLen != 0:
        return intersections, firstDirection, firstIntersection, nextIntersection, lastIntersection, edgeIntersects
    else:
        return intersections, firstDirection
Beispiel #2
0
def cast_rays(obj_eval: Object,
              point: Vector,
              direction: Vector,
              mini_dist: float,
              round_type: str = "CEILING",
              edge_len: int = 0):
    """
    obj_eval   -- source object to test intersections for
    point      -- starting point for ray casting
    direction  -- cast ray in this direction
    mini_dist  -- Vector with miniscule amount to add after intersection
    round_type -- round final intersection location Vector with this type
    edge_len   -- distance to test for intersections
    """
    # initialize variables
    first_direction = False
    first_intersection = None
    next_intersection_loc = None
    last_intersection = None
    edge_intersects = False
    edge_len2 = round(edge_len + 0.000001, 6)
    starting_point = point
    intersections = 0
    # cast rays until no more rays to cast
    while True:
        _, location, normal, index = obj_eval.ray_cast(
            starting_point, direction)  #distance=edge_len*1.00000000001)
        if index == -1: break
        if intersections == 0:
            first_direction = direction.dot(normal)
        if edge_len != 0:
            dist = (location - point).length
            # get first and last intersection (used when getting materials of nearest (first or last intersected) face)
            if dist <= edge_len2:
                if intersections == 0:
                    edge_intersects = True
                    first_intersection = {
                        "idx": index,
                        "dist": dist,
                        "loc": location,
                        "normal": normal
                    }
                last_intersection = {
                    "idx": index,
                    "dist": edge_len - dist,
                    "loc": location,
                    "normal": normal
                }

            # set next_intersection_loc
            if next_intersection_loc is None:
                next_intersection_loc = location.copy()
        intersections += 1
        location = vec_round(location, precision=6, round_type=round_type)
        starting_point = location + mini_dist

    if edge_len != 0:
        return intersections, first_direction, first_intersection, next_intersection_loc, last_intersection, edge_intersects
    else:
        return intersections, first_direction